8,881 research outputs found
Effects of appearance and gender on pre-touch proxemics in virtual reality
Virtual reality (VR) environments are increasingly popular for various applications, and the appearance of virtual characters is a critical factor that influences user behaviors. In this study, we aimed to investigate the impact of avatar and agent appearances on pre-touch proxemics in VR. To achieve this goal, we designed experiments utilizing three user avatars (man/woman/robot) and three virtual agents (man/woman/robot). Specifically, we measured the pre-touch reaction distances to the face and body, which are the distances at which a person starts to feel uncomfortable before being touched. We examined how these distances varied based on the appearances of avatars, agents, and user gender. Our results revealed that the appearance of avatars and agents significantly impacted pre-touch reaction distances. Specifically, those using a female avatar tended to maintain larger distances before their face and body to be touched, and people also preferred greater distances before being touched by a robot agent. Interestingly, we observed no effects of user gender on pre-touch reaction distances. These findings have implications for the design and implementation of VR systems, as they suggest that avatar and agent appearances play a significant role in shaping users’ perceptions of pre-touch proxemics. Our study highlights the importance of considering these factors when creating immersive and socially acceptable VR experiences
Improving diagnostic procedures for epilepsy through automated recording and analysis of patients’ history
Transient loss of consciousness (TLOC) is a time-limited state of profound cognitive impairment characterised by amnesia, abnormal motor control, loss of responsiveness, a short duration and complete recovery. Most instances of TLOC are caused by one of three health conditions: epilepsy, functional (dissociative) seizures (FDS), or syncope. There is often a delay before the correct diagnosis is made and 10-20% of individuals initially receive an incorrect diagnosis. Clinical decision tools based on the endorsement of TLOC symptom lists have been limited to distinguishing between two causes of TLOC. The Initial Paroxysmal Event Profile (iPEP) has shown promise but was demonstrated to have greater accuracy in distinguishing between syncope and epilepsy or FDS than between epilepsy and FDS. The objective of this thesis was to investigate whether interactional, linguistic, and communicative differences in how people with epilepsy and people with FDS describe their experiences of TLOC can improve the predictive performance of the iPEP. An online web application was designed that collected information about TLOC symptoms and medical history from patients and witnesses using a binary questionnaire and verbal interaction with a virtual agent. We explored potential methods of automatically detecting these communicative differences, whether the differences were present during an interaction with a VA, to what extent these automatically detectable communicative differences improve the performance of the iPEP, and the acceptability of the application from the perspective of patients and witnesses. The two feature sets that were applied to previous doctor-patient interactions, features designed to measure formulation effort or detect semantic differences between the two groups, were able to predict the diagnosis with an accuracy of 71% and 81%, respectively. Individuals with epilepsy or FDS provided descriptions of TLOC to the VA that were qualitatively like those observed in previous research. Both feature sets were effective predictors of the diagnosis when applied to the web application recordings (85.7% and 85.7%). Overall, the accuracy of machine learning models trained for the threeway classification between epilepsy, FDS, and syncope using the iPEP responses from patients that were collected through the web application was worse than the performance observed in previous research (65.8% vs 78.3%), but the performance was increased by the inclusion of features extracted from the spoken descriptions on TLOC (85.5%). Finally, most participants who provided feedback reported that the online application was acceptable. These findings suggest that it is feasible to differentiate between people with epilepsy and people with FDS using an automated analysis of spoken seizure descriptions. Furthermore, incorporating these features into a clinical decision tool for TLOC can improve the predictive performance by improving the differential diagnosis between these two health conditions. Future research should use the feedback to improve the design of the application and increase perceived acceptability of the approach
Resurrecting Olympus
The objective of this creative project was to reintroduce Greek mythology to the public, adapting the ancient tales to appeal to an ever-evolving world. In order to do the myths justice, it was important to examine adaptations and interpretations over the centuries to determine the philosophical trajectory of mythology. My studies unearthed a diverse portfolio of academic perspectives ranging from the likes of the more formal philosopher Thomas Bullfinch of the 1900s, to the modern, comedy-infused commentator Stephen Fry. Each voice revealed something new to consider. Synthesizing these varying positions into a holistic narrative, I set out to pen a collection of tales of my own with the expressed purpose of revitalizing interest in mythology outside of academia. This thesis is only the beginning of my mission to reimagine the Greek pantheon as beloved figures of fantasy literature to appeal to 21st Century readers
Spirit and Healing in Africa
There is a great need for healing in Africa. This need is in itself no different elsewhere in the world, but it is greatly determined by the involvement of religious communities and traditions. Faith communities and religious institutions play a major role in assisting African believers to find health, healing and completeness in everyday life
Play/writing histories: investigating the dramaturgical potential of architectural drawing practices in exploring the hidden histories of built spaces. An architextural study of the Citizens Theatre
This practice research project investigates the dramaturgical potential of architectural drawing techniques and proposes ‘architexting’ as creative methodology for exploring the hidden histories of built spaces. Architexting exploits the relationship between architectural drawing and playwriting as allographic practices, identifying generative territory in their mutual preoccupation with shaping provisional spaces. I suggest that architexting can be used as a tool for a spatial approach to historiography that is organised by site rather than time. In doing so, architexting seeks to reveal and celebrate diachronic communities separated by time but created and connected by the places they share.
This thesis is in three parts. In the first, ‘Project Plan and Methodology,’ I provide an overview of my interdisciplinary approach. In the second, ‘Site Analysis,’ I excavate relevant theoretical fields including architectural theory, dramaturgy, historiography and cultural geography to construct a theoretical framework for architexting. The third section, ‘Portfolio,’ forms the practical output of this project and consists of three architexts: Blueprint, Perspective and Axonometric or How to Build a Place from Memory, each with accompanying critical reflections.
While architexting is a methodology that may be applied to any building, this project specifically investigates the hidden histories of the Citizens Theatre in Glasgow which, in 2018, underwent the most significant redevelopment in its 144-year history. My architexts have been created using material from oral histories and workshops with over sixty adults and young people connected to the Citizens theatre, as well as archival material from relevant collections held by the Scottish Theatre Archives at the University of Glasgow
The Media Inequality, Uncanny Mountain, and the Singularity is Far from Near: Iwaa and Sophia Robot versus a Real Human Being
Design of Artificial Intelligence and robotics habitually assumes that adding
more humanlike features improves the user experience, mainly kept in check by
suspicion of uncanny effects. Three strands of theorizing are brought together
for the first time and empirically put to the test: Media Equation (and in its
wake, Computers Are Social Actors), Uncanny Valley theory, and as an extreme of
human-likeness assumptions, the Singularity. We measured the user experience of
real-life visitors of a number of seminars who were checked in either by Smart
Dynamics' Iwaa, Hanson's Sophia robot, Sophia's on-screen avatar, or a human
assistant. Results showed that human-likeness was not in appearance or behavior
but in attributed qualities of being alive. Media Equation, Singularity, and
Uncanny hypotheses were not confirmed. We discuss the imprecision in theorizing
about human-likeness and rather opt for machines that 'function adequately.
Urban Space, Genre and Subjectivity in African and Latin American Cinema
This project studies twelve African and Latin American films from a range of eras and countries, with an emphasis on their treatment of urban space, their manipulation of genre elements, and their approaches to character subjectivity. The analysis draws on major works of urban theory by Henri Lefebvre, Manuel Castells, David Harvey, Jane Jacobs, and others in order to investigate the relationship between cinema and the urban experience. As the films in the study are mostly set in cities that are not discussed by the theorists, the analysis entails testing their theories against the realities of these other settings, as depicted in the films. Furthermore, as these films depict places and people not usually featured in commercial cinema, this project will emphasize ways in which the films challenge dominant patterns of cinematic representation with regard to African and Latin American people, places and culture. Finally, this project will analyze important structural and stylistic nuances of each film in order to contribute to existing discussions of African and Latin American film and global film in general
More Than Machines?
We know that robots are just machines. Why then do we often talk about them as if they were alive? Laura Voss explores this fascinating phenomenon, providing a rich insight into practices of animacy (and inanimacy) attribution to robot technology: from science-fiction to robotics R&D, from science communication to media discourse, and from the theoretical perspectives of STS to the cognitive sciences. Taking an interdisciplinary perspective, and backed by a wealth of empirical material, Voss shows how scientists, engineers, journalists - and everyone else - can face the challenge of robot technology appearing »a little bit alive« with a reflexive and yet pragmatic stance
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